The forests burn, the waters
are fouled, powerful necromancers raise legions of undead and, across the world,
the druid do nothing but watch. To the natures avenger, the druid have
already failed to save the wilderness. It is only a matter of time before they
allow the mother to be consumed by mankinds relentless hunger. To save
the wilderness will take more than a few ward spells
and walking plants, it will take war. The natures avenger takes the fight
to mankind, relentlessly destroying any who despoil nature in even the slightest
way.

Hit Dice: d8

Requirements

To become a natures
avenger, a character must fulfil the following criteria:Alignment: Neutral Evil.Concentration : 8 ranksSpells: The ability to cast 4th level druid spells.Wild Shape: The character must have a wild shape ability.

The following are all the
class features of the natures avenger prestige class:

Armour and Weapon Proficiency:
The natures avenger has the same spiritual oaths to abide by as a druid.
He will go out of his way not to use any weapon, armour or the like created
through artificial means or industry of any description. For many avengers,
this includes magical armour and weapons unless they can prove conclusively
that the magic was invested by druidic magic and used only natural components.

Spells Per Day: The
natures avenger continues his study of druidic magic. Whenever a new natures
avenger level is gained, the character gains new spells per day as if he had
also gained a level in the druid class. He does not, however, gain any other
benefits a character of the druid class would have gained. This essentially
means the character adds his natures avenger and druid levels before calculating
spells per day and caster level. If the character was not a member of the druid
class before taking this prestige class, he now advances as a druid with a caster
level equal to his natures avenger class level.

Grow Claws: The
natures avenger can grow claws. These claws do 1d6 point of damage, plus
the avengers Strength modifier. He may retain the claws for as long as
he wants them and may retract the claws as a full round action at any time.
Growing the claws is a move-equivalent action that inflicts 1d4 points of damage
on the avenger as they tear their way out through the ends of his fingers.

Spirit of Rage: The
natures avenger can muster a terrible fury similar to that of a bear.
At 2nd level, the natures avenger can use bears fury as a spell-like
ability once each day. At 4th level, the avenger may use the spell-like ability
twice each day. This ability functions as the spell cast at the avengers
character level.

Martyrs Devotion:
The natures avenger believes so strongly in his cause that almost nothing
can stop his vengeance. While benefiting from the effects of Spirit of Rage,
the natures avenger may continue to function normally until he reaches
-10 hit points, at which point he dies. In addition, the character can ignore
the effects of subdual damage completely until the Spirit of Rage has passed.

Condemnation: Once
each week, the natures avenger may lay down a terrible curse upon one
he believes has injured nature in some way. This ability requires a standard
action to use and is considered a spell-like ability. Unlike a normal spell-like
ability, it has a verbal component, so a silence spell or similar can prevent
the curse from being delivered. The natures avenger needs to honestly
believe the creature is guilty of some crime against nature. He does not need
to be right.

Condemnation functions
as though two bestow curse
spells had been simultaneously cast on the same target. The avenger must choose
two different effects from the table included in the spells description.
The target receives a Fortitude saving throw (DC 16 + the avengers Charisma
modifier) against each effect. If he passes the saving throw, he ignores that
effect. He must pass both saving throws to ignore the effects of Condemnation
completely. The effects of Condemnation manifest in a natural manner. For example,
a character may sprout painful thorns, inflicting him with a -6 to Strength
and Dexterity. A single break
enchantment, limited
wish, miracle,
remove
curse or wish
spell will remove all the effects of a single use of Condemnation.

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the terms of the Open Game License v1.0a.

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